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Geth Spitfire only has 600 RPM(not 800) when ramped up, DPS is 25% less than expected


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#451
Lathlaer

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Do I have to make a video of how my Destroyer kills 2 atlases with 1 clip on gold with over 100 bullets left? With Spitfire III?

Really, on weapon classes, barring the speed penalty, it's not that bad. I'm with Annomander on this one.

#452
UnknownMercenary

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The speed penalty is a pretty huge negative though.

And I think time to kill would be a better metric than amount of bullets (at least comparing between Spitfire and Typhoon since they are both sustained DPS weapons). Are you using EM on the Spitfire?

I would have to check which mods I used with the Spitfire on my Destroyer but I don't think I was getting 2 Atlases in 1 clip.

Modifié par UnknownMercenary, 14 mars 2013 - 02:17 .


#453
djidane_57

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JaimasOfRaxis wrote...

Plasma Defender wrote...

Spitfire is the finest shame of a gun BW has ever mustered. They will never know balance even if it hit them like a freight train. You see, when you have many disadvantages to using a gun, it is supposed to pay off in raw firepower, the Spitfire does not do this.

Let me list disadvantages:
1. Heaviest gun in the game
2. 30% WTF speed deduction
3. Long ass charge time
4. Absolutely pathetic at armor
5. Ludicrous stability
6. Hard to come by in packs
7. Lackluster damage in general
8. Only DECENT to a few classes
9. Makes users extremely vulnerable

You see, every single one of those disadvantages would definitely be overlooked if the gun did great damage across all resistances. The only thing is has going for it is a really large clip. This gun will be USELESS until it's damage or fire or both is seriously buffed. It's not worth UR status, probably should be a silver.

It's good on Bronze, alright on Silver, pretty bad on Gold, and horrid on Platinum.


/thread.


You would not believe how wrong you're doing it...

#454
JaimasOfRaxis

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djidane_57 wrote...

You would not believe how wrong you're doing it...


I would, but at this point, I'm disinclined to care.

#455
Lathlaer

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UnknownMercenary wrote...

The speed penalty is a pretty huge negative though.

And I think time to kill would be a better metric than amount of bullets (at least comparing between Spitfire and Typhoon since they are both sustained DPS weapons). Are you using EM on the Spitfire?

I would have to check which mods I used with the Spitfire on my Destroyer but I don't think I was getting 2 Atlases in 1 clip.


Yeah, that was EM V + EB V. Armor Piercing III to that. I believe I had about 150-170 bullets left. As for the time, they were going down pretty quick and it felt definitely comparable to the Typhoon. The problem is, I can't really compare it directly because my Spitfire is III and my Typhoon is VIII. But according to Narida, Spitfire III is still doing better against health, shields and barriers than Typhoon VIII.

#456
Mendelevosa

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Plasma Defender wrote...

Spitfire is the finest shame of a gun BW has ever mustered. They will never know balance even if it hit them like a freight train. You see, when you have many disadvantages to using a gun, it is supposed to pay off in raw firepower, the Spitfire does not do this.

Let me list disadvantages:
1. Heaviest gun in the game
2. 30% WTF speed deduction
3. Long ass charge time
4. Absolutely pathetic at armor
5. Ludicrous stability
6. Hard to come by in packs
7. Lackluster damage in general
8. Only DECENT to a few classes
9. Makes users extremely vulnerable

You see, every single one of those disadvantages would definitely be overlooked if the gun did great damage across all resistances. The only thing is has going for it is a really large clip. This gun will be USELESS until it's damage or fire or both is seriously buffed. It's not worth UR status, probably should be a silver.

It's good on Bronze, alright on Silver, pretty bad on Gold, and horrid on Platinum.


If you haven't already done so, you should send this to a developer via personal message so that they are more likely to see this. Sure people have already tried to explain the issues with the Spitfire, but it would not hurt to show this to someone.

#457
Lathlaer

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The slowdown doesn't really make any sense because the gun is not significantly bigger than any other gun. Also, you carry it like a typical assault rifle.

If you had to carry it like that, then I would understand speed penalty. But then I would expect massive damage and RoF boost.

#458
UnknownMercenary

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Lathlaer wrote...

Yeah, that was EM V + EB V. Armor Piercing III to that. I believe I had about 150-170 bullets left. As for the time, they were going down pretty quick and it felt definitely comparable to the Typhoon. The problem is, I can't really compare it directly because my Spitfire is III and my Typhoon is VIII. But according to Narida, Spitfire III is still doing better against health, shields and barriers than Typhoon VIII.


Unlike with the PPR, Narida numbers for the Typhoon are uncharged, so multiply them by 1.5 again to get a better idea of the damage.

I would be open to trying it again, but Destroyer plus Spitfire is agonizingly slow.

#459
djidane_57

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UnknownMercenary wrote...

Lathlaer wrote...

Yeah, that was EM V + EB V. Armor Piercing III to that. I believe I had about 150-170 bullets left. As for the time, they were going down pretty quick and it felt definitely comparable to the Typhoon. The problem is, I can't really compare it directly because my Spitfire is III and my Typhoon is VIII. But according to Narida, Spitfire III is still doing better against health, shields and barriers than Typhoon VIII.


Unlike with the PPR, Narida numbers for the Typhoon are uncharged, so multiply them by 1.5 again to get a better idea of the damage.

I would be open to trying it again, but Destroyer plus Spitfire is agonizingly slow.


that's why i'm burning almost all my adrenaline 3 on this guy.... because i love that gun so much :D

#460
Chrome tater tot

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WaffleCrab wrote...

Chrome tater tot wrote...

Honestly, neither the typhoon nor spitfire do appropriate damage in my opinion. For weapons of that size/caliber, especially considering the extra slow down of the spitfire, they should do massive damage, per bullet. The point of lugging a giant machine gun around is that it would be big and heavy for a reason: it shoots big heavy rounds; 50 cal rounds; Big ****ing sniper rifle bullets but at full auto.The spitfire should be quickly melting enemies away on any difficulty.


The first intended use for the .50cal was not a sniper rifle but the machine gun that fired them. the BMG in the end says it all(Browning Machine Gun) sorry, but you left that wide open.

Yeah I know the good ol ma deuce. Then hath**** slapped a sight on it. My point was more that these big bastards should do damage comparable to the sniper rifles in this game, but on full auto.

And to everyone busting me on lore or w/e, yes I know they don't shoot bullets and they can't blah blah w/e, Im just using the vernacular for easy of understanding and talking strictly about in game peformance.

P.S. I love how this thing censored a guys name. lol

Modifié par Chrome tater tot, 15 mars 2013 - 02:11 .


#461
Trogdorx

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Y'know, I had a crazy thought. What if no classes had passive weapon damage bonuses? Instead, classes would have different weapon handling values, and all guns would have DPS proportional to their weight, and bullet damage proportional to their clip size.

The higher your handling modifier, the more accurate you would be, in both stability in spread, with progressively heavier guns.

Therefore, the heavier/slower/more weapons-focused your class is, the higher your handling modifier, and the heavier gun you could take into battle. You could put a Spitfire on a Volus, but his crosshair would be as large as the map. Power classes would therefore be forced to take lighter weapons, not just to keep their cooldown low, but just to be effective with the gun they choose. Their power damage could be buffed accordingly, since now their weapon damage will be lower.

Now, you don't need to worry as much about certain weapons being OP on certain classes, because for the most part their DPS is fixed.

Modifié par Trogdorx, 15 mars 2013 - 12:00 .


#462
Chrome tater tot

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Trogdorx wrote...

Y'know, I had a crazy thought. What if no classes had passive weapon damage bonuses? Instead, classes would have different weapon handling values, and all guns would have DPS proportional to their weight, and bullet damage proportional to their clip size.

The higher your handling modifier, the more accurate you would be, in both stability in spread, with progressively heavier guns.

Therefore, the heavier/slower/more weapons-focused your class is, the higher your handling modifier, and the heavier gun you could take into battle. You could put a Spitfire on a Volus, but his crosshair would be as large as the map. Power classes would therefore be forced to take lighter weapons, not just to keep their cooldown low, but just to be effective with the gun they choose. Their power damage could be buffed accordingly, since now their weapon damage will be lower.

Now, you don't need to worry as much about certain weapons being OP on certain classes, because for the most part their DPS is fixed.

That's ****ing GENIUS!!! I fully endorse this concept for future mass effect games, since I seriously doubt they'll even be able to make that kind of change in the current game.

#463
january42

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Trogdorx wrote...


Now, you don't need to worry as much about certain weapons being OP on certain classes, because for the most part their DPS is fixed.


So, basicly the ME2 version?

I actually liked what they tried to do with the cooldown mechanism in this game, even if it has some quirks.  More weapon choice is more fun I think rather than only having a few weapons that make sense for a particular class. I'm not saying it's a bad idea, but I do like the idea of the current model at least.

The real problem with balancing guns in this game is that there are alot of factors to consider that combine in odd ways. You have something like the suppressior, which a giant headshot modifier. But other than it, it's an Executioner with it's damage split up into 6(very fast) shots...and waaay to little spare ammo. The problem is, headshots arn't to hard if your hosting, but are kinda spotty off-host(and most things you care about don't have headds anyway).  You also guns like the Adas and Krysae with a ton of special properties. The problem being that BW decied that those reduced their damage to the point that they were basicly useless. Unfortunatly, weapon balance is really hard in this game.

Splitting weapons up by class would be one way of doing it, although something would be lost if that was done.

#464
Trogdorx

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Chrome tater tot wrote...

Trogdorx wrote...

Y'know, I had a crazy thought. What if no classes had passive weapon damage bonuses? Instead, classes would have different weapon handling values, and all guns would have DPS proportional to their weight, and bullet damage proportional to their clip size.

The higher your handling modifier, the more accurate you would be, in both stability in spread, with progressively heavier guns.

Therefore, the heavier/slower/more weapons-focused your class is, the higher your handling modifier, and the heavier gun you could take into battle. You could put a Spitfire on a Volus, but his crosshair would be as large as the map. Power classes would therefore be forced to take lighter weapons, not just to keep their cooldown low, but just to be effective with the gun they choose. Their power damage could be buffed accordingly, since now their weapon damage will be lower.

Now, you don't need to worry as much about certain weapons being OP on certain classes, because for the most part their DPS is fixed.

That's ****ing GENIUS!!! I fully endorse this concept for future mass effect games, since I seriously doubt they'll even be able to make that kind of change in the current game.


Indeed. It would require a pretty major patch, because you'd have to re-do the entire skill tree system... One could argue this would remove a large degree of customization... but really... how many effective builds are there per class? What destroyer would take power damage over weapon damage?

But, this seems a more logical system, since there's really no reason gun X's bullets should do more damage when fired by one class vs. another.

#465
Counter_Mixture

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I gave up on Bioware ever fixing the gun.

#466
Jaun Shepard

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Its should get at least 1600 dps for its **** weight and movement speed.

#467
oO Stryfe Oo

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It works well enough on a few classes. It's extreme weight and unique slowdown effect make sure those few are the only ones worth taking it on, however. Not worth the time it takes to find, in my opinion. BW should've given it a unique penalty against armor while further buffing it's base damage. Or just buff the base damage.

Oh well. Hopefully they'll make things that take months to find worth it next time.

#468
robarcool

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Ya got ballz sons? Am I doing it right?

#469
BridgeBurner

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It actually fires at 650 RPM.

#470
TMB903

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I still don't like it but it's...fun on a Turian Soldier.

#471
StoxRegalia

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TMB903 wrote...

I still don't like it but it's...fun on a Turian Soldier.


You literally never have to reload.

#472
Creator Limbs

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The only kit I have using the Spitfire is my N7 Destroyer and it's purely for the lulz.

I guess when it's at X I'll use it more...but it's still heavy as f*ck.

#473
Heldarion

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Notorious P I G wrote...

TMB903 wrote...

I still don't like it but it's...fun on a Turian Soldier.


You literally never have to reload.


You are also 30% slower than before, on top of already not being able to dodge anything. Fun times :wizard:

Modifié par Heldarion, 21 juillet 2013 - 02:41 .


#474
Nitrocuban

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The trick is to use piercing, HVB and Drillrounds and not stop shooting ever.

#475
Tybo

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Annomander wrote...

It actually fires at 650 RPM.


That's what game files say, but peddro's test is pretty definitive that it is at 600 RPM.  See here